ElAnalistaDeBits
Shovel Knight | Portable Gameplay | Nintendo Switch
updated
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- Nintendo Switch
Docked: 1565x880p/30fps
Handheld: 1184x660p/30fps
- PS4: Dynamic 1920x1080p/60fps with TAAU
- PS4 Pro: Dynamic 2304x1296p/60fps with TAAU
- Xbox One: Dynamic 1600x900p with TAAU
- Xbox One X: Dynamic 3200x1800p with TAAU
- Smartphone: Samsung Galaxy S21 | 2400x1080p | Max. Settings
- Xbox Series S
60Hz: Dynamic 2240x1260p/60fps with TSR
120Hz: Dynamic 1920x1080p/120fps with TAAU
- Xbox Series X
60Hz: Dynamic 3840x2160p/60fps with TSR
120Hz: Dynamic 2560x1440p/120fps with TAAU
- PS5
60Hz: Dynamic 3840x2160p/60fps with TSR
120Hz: Dynamic 2560x1440p/120fps with TAAU
- PC: 3849x2160p Max. Settings | RTX 4080 | i9 12900K | 32Gb DDR5
kickstarter.com/projects/tclnxtwears/tcl-nxtwear-s-xr-glasses-future-possibilities?lang=es
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1600x900/30fps
- Xbox One X:
Resolution Mode: Dynamic 2160p|30fps (common 2160p)
Performance Mode: Dynamic 1440p|60fps (common 1260p)
- Xbox Series S:
Quality Mode: Dynamic 2560x1440p/30fps (common 1440p)
Performance Mode: 1080p/60fps
- Xbox Series X:
Ray-Tracing Mode: Dynamic 2560x1440p/30fps (common 1188p)
Performance Mode: Dynamic 3840x2160p/60fps (common 1548p)
- The Nextgen patch will be available for free to all users who own The Witcher III GOTY on Xbox One on December 14, 2022.
- This update focuses on applying several visual improvements on Xbox Series S|X, highlighting new textures on some assets, vegetation, longer draw distance, improved lighting, more post-processing effects, better anti-aliasing and anisotropic filtering.
- Xbox Series X offers two modes: Ray-Tracing or Performance. Xbox S Series also offers two modes: Quality or Performance.
- Ray-Tracing mode in XSX only applies to global illumination of the sun, moon and fire. XSS does not have Ray-Tracing. This mode also improves the quality of SSR reflections.
- This Ray-Tracing improves the contrast of shaded areas, brightness contrast and ambient occlusion of some elements.
- The improvements in Ray-Tracing mode are noticeable, but anecdotal. I don't think it's worth sacrificing resolution or framerate for the visual improvements that this mode brings. I would choose Performance Mode.
- Xbox Series S has lower settings. Performance mode reduces draw distance, vegetation quality and shadows.
- Xbox Series S|X have much faster loading times.
- Performance mode dispenses with these lighting enhancements to deliver 60fps and higher average resolution than Ray-Tracing mode on Xbox X Series. This mode also reduces the draw distance and vegetation on Xbox Series S.
- On Xbox Series S I recommend Quality mode, while on Xbox Series X I would choose Performance mode.
- Some animations have been reduced, such as the interaction with water or the frequency with which the wind blows. Personally, I'm not convinced by the look of the water with RT on.
Quality Mode: Dynamic 2560x1440p/30fps (common 1440p)
Performance Mode: 1080p/60fps
- Xbox Series X:
Ray-Tracing Mode: Dynamic 2560x1440p/30fps (common 1188p)
Performance Mode: Dynamic 3840x2160p/60fps (common 1548p)
- PS5:
Ray-Tracing Mode: Dynamic 2560x1440p/30fps (common 1188p)
Performance Mode: Dynamic 3840x2160p/60fps (common 1548p)
- PC: 2160p | Max. Settings | RTX 4080 | i9 12900K | 32GB DDR5
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- The Nextgen patch will be available for free to all users who own The Witcher III GOTY on PS4, Xbox One or PC on December 14, 2022.
- PS5 and Xbox Series S offer two modes: Ray-Tracing or Performance. Xbox Series S also offers two modes: Quality or Performance.
- Ray-Tracing mode on consoles only applies to global illumination of the sun, moon and fire. Xbox Series S does not have Ray-Tracing. This mode also improves the quality of SSR reflections.
- Xbox Series S has lower settings. Performance mode reduces draw distance, vegetation quality and shadows.
- PC Ray-Tracing shows a palpable difference. It is the only version with Ray-Tracing for global illumination, shadows and reflections.
- On PC, Ray-Tracing has some visual bugs in shadows and reflections. These are expected to be fixed with future patches.
- PS5 has a slightly more noticeable pop-in than the other versions.
- Series X performs better with Ray-Tracing, but PS5 offers better performance in Performance mode.
- PS5 has better loading times.
- In some areas,Series X resolution is higher than PS5 and vice versa, but overall both have a similar average resolution.
- On Xbox Series S I recommend Quality mode, while on PS5 and Xbox Series X I would choose Performance mode.
- Hairworks still marks an advantage on the PC version in terms of the fur on some models. However, this technique does not behave correctly with Ray-Tracing global illumination.
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- PS4:
1920x1080p/30fps
- PS4 Pro:
1920x2160p/30fps with checkerboard
- PS5:
Ray-Tracing Mode: Dynamic 2560x1440p/30fps (common 1188p)
Performance Mode: Dynamic 3840x2160p/60fps (common 1548p)
- This update focuses on applying several visual improvements on PS5, highlighting new textures on some assets, vegetation, longer draw distance, improved lighting, more post-processing effects, better anti-aliasing and anisotropic filtering.
- The PS5 version features two display modes: Ray-Tracing or Performance.
- Ray-Tracing mode only applies to global illumination of the sun, moon and fire. There is no RT for reflections and shadows.
- This Ray-Tracing improves the contrast of shaded areas, brightness contrast and ambient occlusion of some elements.
- Ray-Tracing mode also improves SSR reflections.
- Performance mode dispenses with these lighting enhancements to offer 60fps and higher average resolution than Ray-Tracing mode.
- The free Nextgen patch will be available for free to all users who own The Witcher III GOTY on PS4, Xbox One or PC.
- Ray-Tracing mode has some issues with shadows in the distance at the start of the game. It is expected to be corrected at launch.
- Some animations have been reduced, such as the interaction with water or the frequency with which the wind blows. Personally, I am not convinced by the appearance of the water with RT activated.
- Loading times have been improved on PS5, reducing load times to less than 15 seconds and fast travel between 5 and 10 seconds.
- Ray-Tracing mode improvements with appreciable, but anecdotal. I don't think it's worth sacrificing resolution or framerate for the visual improvements this mode brings. I would choose Performance Mode.
- In a few hours, comparisons of the Xbox and PC versions.
- The Demo is an extract of the final version of the game. I don't expect major visual or performance changes when it is released in January.
- Quality mode features better textures, draw distance and higher resolution (1728p on average).
- Ray-Tracing mode decreases resolution (1512p on average), texture quality and drawing distance to present better shadows on some elements, but not on reflections or global illumination.
- Ray-Tracing of shadows does not apply to all elements. Vegetation does not benefit from this technique and represents a large part of the environment. I definitely do not recommend this display mode.
- Performance mode has the same texture and draw distance clipping as Ray-Tracing mode, as well as limiting its resolution to 1440p dynamic with temporal reconstruction. Despite the visual sacrifices, it does not maintain a stable 60fps.
- Forspoken supports 120Hz, however, this mode limits the maximum resolution to 1440p in all display modes. Ray-Tracing and Quality modes reach 40fps at 120hz, while Performance mode remains at 60fps.
- Compared to the 2020 Reveal Trailer, we can see that the game has had a big downgrade since then in lighting, textures, geometry, detail density....
- I consider that Luminous Engine is not up to par in Forspoken and the final result is far from what was initially promised at a visual level. This is further proof of why Square Enix has migrated its Final Fantasy franchise to Unreal Engine.
- 60Hz Mode Dynamic 1260p/60fps with TSR + Lumen + Nanite
- 120Hz Mode: Dynamic 1080p/120fps with TAAU
Xbox Series X:
- 60Hz Mode Dynamic with TSR + Lumen + Nanite
- 120Hz Mode: Dynamic with TAAU
PS5:
- 60Hz Mode: Dynamic 2160p/60fps with TSR + Lumen + Nanite
- 120Hz Mode: Dynamic 1440p/120fps with TAAU
PC: Max. Settings + Lumen/Nanite (RT OFF) | RTX 3080/3070Ti/3060Ti/3050 | i9 12900k | 32Gb DDR5
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- Fortnite is the first game to add support for Unreal Engine 5's new lighting and geometry system, Lumen and Nanite.
- PS5 and Xbox Series S|X have a big difference in settings between 60Hz and 120Hz mode. The 60Hz mode enables TSR, Lumen and Nanite support.
- TSR (Temporal Super Resolution) is the new reconstruction technique created in Unreal Engine 5 to integrate with Lumen and Nanite. The PC version has temporarily removed the rest of reconstruction techniques such as DLSS.
- Lumen is the new UE5 lighting system that offers global illumination, reflections and shadows with similar results to Ray-Tracing at a much lower cost.
- Xbox Series S does not benefit from reflections by Lumen. However, it is the only one that shows SSR reflections in 120Hz mode unlike PS5 and Xbox Series X.
- Lumen relies on SSR reflections to present more detail on PS5, Xbox Series X and PC. PC still has hardware ray tracing as an option added in Chapter 2.
- Resolution with TSR gives good results on PS5 and Xbox Series X, although they do not reach 2160p as we did see in the previous chapter due to graphical enhancements. Xbox Series S is usually close to 1080p as a common resolution.
- Nanite is an advanced geometry system that allows a higher amount of polygons in assets without affecting performance. One of the most beneficial settings is the draw distance.
- Draw distance in 60Hz mode is drastically superior thanks to Nanite and its integration with Lumen. With this technique, 2D sprites to represent vegetation, for example, will be history.
- Xbox Series S has some cutbacks in drawing distance, showing a lower geometry density generated by Nanite.
- In terms of performance, all versions show a generally stable framerate. Xbox Series S experiences some occasional drop on landing, but nothing serious.
- Fortnite Chapter 4 is the step that next-gen consoles needed to start showing their true potential.
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Switch:
- Docked Mode: 880/30fps with TAAU
- Handheld Mode: 660/30fps with TAAU
Smartphone: 1080p/30fps | Epic Graphics | Samsung Galaxy S21+
PS4: Dynamic 1080p/60fps with TAAU
PS5:
- 60Hz Mode: Dynamic 2160p/60fps with TSR + Lumen + Nanite
- 120Hz Mode: Dynamic 1440p/120fps with TAAU
PS4 Pro: Dynamic 1296p/60fps with TAAU
PS5:
- 60Hz Mode: Dynamic 2160p/60fps with TSR + Lumen + Nanite
- 120Hz Mode: Dynamic 1440p/120fps with TAAU
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- PS5 has a big difference in settings between 60Hz and 120Hz mode. The 60Hz mode enables TSR, Lumen and Nanite support.
- TSR (Temporal Super Resolution) is the new reconstruction technique created in Unreal Engine 5 to integrate with Lumen and Nanite.
- Lumen is the new UE5 lighting system that offers global illumination, reflections and shadows with results similar to Ray-Tracing at a much lower cost.
- Nanite is an advanced geometry system that allows a larger amount of polygons in assets without affecting performance.
- PS5 has better ambient occlusion, reflections, shadows and global illumination thanks to Lumen. There really is a generational difference in this section.
- PS5 60Hz draw distance is drastically superior thanks to Nanite and its integration with Lumen. With this technique 2D sprites to represent vegetation, for example, will be history.
- Lumen relies on SSR reflections to present more detail. The geometry quality of Lumen reflections are somewhat limited and some models (such as the player) will not be reflected.
- PS5 120Hz mode has no reflections (PS4 and PS4 Pro do use SSR reflections).
- PS4 performance issues. It is not able to maintain stable 60fps.
- Fortnite Chapter 4 is the step next-gen consoles needed to start showing their true potential.
- Coming soon, Xbox, PC, Nintendo Switch and Smartphone comparisons.
Xbox One X: 1440p/30fps with dynamic temporal reconstruction
Xbox Series S: 1440p/30fps with dynamic temporal reconstruction
Xbox Series X:
- Quality Mode: 2160p/30fps + Ray-Tracing with dynamic temporal reconstruction
- Performance Mode: 2160p/60fps with dynamic temporal reconstruction
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- This comparison has been made with the launch patch applied on all platforms.
- Xbox Series S|X has better lighting, textures, geomatrics, shadows, post-processing effects, particles, draw distance and ambient occlusion compared to Xbox One S|X.
- Performance mode on Series X features lower dynamic resolution, closer to 1872p on average with temporal reconstruction.
- Quality mode on Series X adds better shadows and ray-tracing reflections on certain surfaces, although other reflections will still be represented by SSR. At this time, Series X has no ray-traced reflections. This is most likely a bug with the display mode.
- Xbox Series S does not benefit from Ray-Tracing in this game. It also has some clipping in texturing and global illumination.
- Xbox One S has quite a few issues running the game with some stability with drops of up to 23fps. On the other hand, the TAAU applied at such a low resolution causes quite a few artifacts when we move and, therefore, a too blurry image.
- Much faster loading times on Xbox Series S|X.
- Performance mode is the most recommended mode for Xbox Series X gaming.
- I consider Xbox Series S|X and Xbox One X to have adequate performance except Xbox One S. Unfortunately, the latter does not reach a minimum required quality seeing that the PS4 version runs with quite a bit better performance using a similar architecture.
- Along with Gears 5, The Callisto Protocol is some of the most visually impressive work I've seen in Unreal Engine 4.
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Xbox Series S: 1440p/30fps with dynamic temporal reconstruction
Xbox Series X:
- Quality Mode: 2160p/30fps + Ray-Tracing with dynamic temporal reconstruction
- Performance Mode: 2160p/60fps with dynamic temporal reconstruction
PS5:
- Quality Mode: 2160p/30fps + Ray-Tracing with dynamic temporal reconstruction
- Performance Mode: 2160p/60fps with dynamic temporal reconstruction
PC: Max. Settings + Ray-Tracing | RTX 4080/3080/3070Ti/3060Ti/3050 | 32Gb DDR5 | i9 12900K
- This comparison has been made with the launch patch applied on all platforms.
- Performance mode on PS5/Series X has a lower dynamic resolution, closer to 1872p on average with temporal reconstruction. Both maintain a similar resolution in the tested areas.
- Quality mode on PS5/Series X adds better shadows and ray-tracing reflections on certain surfaces, although other reflections will still be represented by SSR. At this time, Series X has no ray-tracing reflections. This is most likely a bug with the Quality mode.
- Xbox Series S does not benefit from Ray-Tracing in this game. It also has some clipping in texturing and global illumination.
- The PC version needs an urgent patch. Its performance is very erratic, with constant stuttering and even freezes. I speculate with a bad VRAM management when loading assets and scenarios.
- Some visual additions for Ray-Tracing are interesting, but I do not consider that they justify the sacrifice of losing 60fps for it on console. I would choose the performance mode.
- Along with Gears 5, The Callisto Protocol is some of the most visually impressive work I've seen in Unreal Engine 4. It's a shame it's marred by that poor performance on PC.
- Except for the absence of Ray-Tracing in X-Series quality mode, I consider any currentgen console version a good choice to enjoy this game.
- On the other hand, I don't like to discourage a video game, but I consider that the PC version should not be currently on sale.
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PS4: 1080p/30fps with dynamic temporal reconstruction
PS4 Pro: 1440p/30fps with dynamic temporal reconstruction
PS5:
- Quality Mode: 2160p/30fps + Ray-Tracing with dynamic temporal reconstruction
- Performance Mode: 2160p/60fps with dynamic temporal reconstruction
- This comparison was made with the launch patch applied.
- PS5 has better lighting, textures, geomatrics, shadows, post-processing effects, particles, draw distance and ambient occlusion compared to PS4/PS4 Pro.
- Despite the fact that the oldgen version has numerous cutbacks in all graphical settings, it is still a remarkable game visually.
- Performance mode on PS5 features a lower dynamic resolution, closer to 1872p on average with temporal reconstruction.
- Quality mode on PS5 adds better shadows and ray-tracing reflections on certain surfaces, although other reflections will still be represented by SSR.
- PS4/PS4 Pro experience some problems with texture loading (especially when loading game).
- Problematic framerate in cutscenes affecting all platforms, but especially PS4/PS4 Pro.
- As for PS5, some visual additions by Ray-Tracing are interesting, but I don't consider them to justify the sacrifice of losing 60fps for it. I would choose the performance mode.
- Much faster load times on PS5.
- Along with Gears 5, The Callisto Protocol is some of the most visually impressive work I've seen in Unreal Engine 4.
- We'll have Xbox One, Xbox Series S|X and PC comparisons in the next few hours.
00:02 Spider-Man
01:02 God Of War
01:49 Doom Eternal
02:51 Grand Theft Auto V
03:34 Fortnite
04:35 Halo Infinite
05:29 Dying Light 2
06:30 SIFU
07:28 Forza Horizon 5
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revistamanual.com
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- This comparison is focused on the PC version. For a detailed PS5 comparison visit this video: youtu.be/x2TTtZfwlHk
- For this video we used a RTX 3080/4080, i9 12900K and 32GB DDR5.
- The PC version supports Ray-Tracing for reflections and shadows, PS5 can only be applied to reflections.
- Ray-Tracing shadows add a more accurate result, better ambient occlusion in some areas and long distance shadows, however, it is a game that lacks day/night cycles and traditional shadows give very good results in any case.
- Ray-traced reflections on PC show some problems when displaying certain textures. This is probably a bug that will be fixed soon.
- PC also has Muscle Deformation by Machine Learning. This technique was added in PS5 later with a patch. Here you can see a comparison: youtu.be/Im_b3JSGlww
- Vegetation has better overall quality on PS5 compared to PC.
- Drawing distance is slightly lower on PC compared to PS5, even in RT Performance mode. I don't know if this is another bug or intentional.
- Loading times are considerably faster on PS5.
- The overall level and performance of Miles Morales on PC is acceptable, but I think it needs some more patching to be perfect.
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PS4:
Dynamic 1920x1080p/60fps with reconstruction rendering
PS4 Pro:
Dynamic 2688x1512p/60fps with reconstruction rendering
PS5:
Dynamic 2160p/60fps with reconstruction rendering
Dynamic 1440p/~120fps with reconstruction rendering
- The dynamic resolution is applied to the horizontal pixel density. Something usual in this saga.
- PS5 adds more assets, better reflections, textures, longer drawing distance, post-processing effects, shadows and environmental occlusion among others.
- PS5 load times are 6 times faster.
- PS4 Pro has a shorter draw distance in shadows compared to PS4. I don't know if this is a bug or something intentional.
- PS4 has considerably more unstable framerate than in campaign or multiplayer.
- It is possible to increase the FOV up to 120 on consoles. In my case, I have it at 90 for this comparison.
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PC Specs: RTX 4090 | i9 12900K | 32GB DDR5
This video is intended to showcase two games at the forefront of graphics advancements with completely different backgrounds. On the one hand, we have God Of War: Rangarök, a game designed for PS4 that demonstrates just how much you can take advantage of hardware from almost 10 years ago. Its PS5 version, despite improving some aspects, is not far from the base version. And on the other hand, A Plague Tale Requiem in its highest possible quality. A title that shows us the true potential of the new generation, touching at times the true photorealism. Two impeccable works at a visual level that will take time to be surpassed.
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PC Specs: RTX 3080 | i9 12900K | 32GB DDR5
Music: youtube.com/watch?v=NooKR7PAHXw
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PC Specs: RTX 3080 | i9 12900K | 32GB DDR5
Music by: youtube.com/watch?v=fjj4WVD4rXQ
1080p/30fps
PS4 Pro (107,30Gb):
Resolution Mode: Dynamic 1656p/30fps (1656p~1440p)
Performance Mode: Dynamic 1656p/~60fps (1656p~1080p)
PS5 (84,06Gb):
60Hz Output:
- Resolution Mode: 2160p/30fps
- Performance Mode: Dynamic 2160p/60fps (2160p~1440p)
120Hz Output (HFR):
- Resolution Mode: Dynamic 2160p/40fps* (2160p~1800p) | *Unlocked Framerate with VRR
- Performance Mode: 1440p/~80fps* | *Unlocked Framerate
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- This comparison has been made on version 1.0003 of the game.
- The game uses temporal reconstruction for dynamic resolution on PS4 and PS5.
- PS5 has better reflections, ambient occlusion, textures, more vegetation, draw distance, and shadows compared to PS4/PS4 Pro.
- 120Hz mode supports VRR on PS5, if you enable VRR in resolution mode, you can unlock the framerate.
- PS4 Pro does not maintain 60fps in performance mode. Its framerate stays closer to 50fps.
- Performance mode on PS4 Pro and PS5 reduces the quality of some reflections, shadows, particles and draw distance.
- Personally I recommend the performance mode at 60Hz on PS5. It maintains a resolution very close to 4K with a stable 60fps.
- The base development platform has been PS4. The differences between the two generations are less than what we saw in Horizon Forbidden West.
- God of War Ragnarök is an impeccable work at a visual and performance level. Any of the 3 platforms are a good place to play this time.
Docked: 900p/30fps
Hanheld: 720p/30fps
PS4:
1080p/30fps
PS4 Pro:
2160p/30fps
Xbox One:
900p/30fps
Xbox One X:
2160p/30fps
Xbox Series S:
1080p/60fps
Xbox Series X:
2160p/60fps
PS5:
2160p/60fps
1280x720p/60fps in Medium settings (High quality AA)
PS5:
3200x1800p/60fps
PC:
3840x2160p in Max. Settings | Ray-Tracing ON
RTX 3080/3070Ti/3060Ti/3050 | i9 12900K | 32GB DDR5
- Sackboy on PC includes the possibility to activate Ray-Tracing for shadows, reflections and ambient occlusion.
- Ray-Tracing in shadows only applies to certain elements.
- Steam Deck is able to run the game smoothly on medium settings at 60fps (a visual quality similar to PS4).
- The game does not support Steam Deck's aspect ratio (16:10) at this time.
- PS5 still has better loading times.
- Overall, it is a good adaptation, but I consider its ray-tracing to be tremendously demanding and its results are not so visually determinant.
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2160p/60fps with reconstruction rendering
1440p/~110fps with reconstruction rendering
Xbox Series X
2160p/60fps with reconstruction rendering
1440p/120fps with reconstruction rendering
Xbox Series S
1440p/60fps with reconstruction rendering
1080p/~90fps with reconstruction rendering
PC
2160p | Max. settings | RTX 3080/3070Ti/3060Ti/3050 | i9 12900K | 32GB DDR5
- All console versions use temporal reconstruction rendering in horizontal resolution. In this case, Xbox Series X maintains a higher average resolution than PS5.
- PS5/XSX run with similar settings to High/Ultra on PC, although XSX shows slightly higher shadows in the distance compared to PS5.
- Xbox Series S has some clipping in ambient occlusion, reflections, draw distance or terrain.
- PC shows a small bug that causes some distant textures to not display correctly.
- Xbox Series S/X shows some top tearing that increases in 120hz mode (as usual in this saga). However, this problem can be solved with VRR.
- In the campaign, it is possible to increase the FOV up to 120 on consoles. In my case, I have it at 90 for this comparison.
- The 120hz mode reduces the average resolution and also the quality of shadows.
- Xbox Series X shows a clear advantage in 120hz mode, keeping 120fps almost constant while PS5 drops below 105fps and Series S rarely goes above 90fps.
Dynamic 1920x1080p/60fps with reconstruction rendering
PS4 Pro:
Dynamic 2688x1512p/60fps with reconstruction rendering
PS5:
Dynamic 2160p/60fps with reconstruction rendering
Dynamic 1440p/~120fps with reconstruction rendering
- The dynamic resolution is applied to the horizontal pixel density. Something usual in this saga.
- PS4 shows a lower texture quality than PS4 Pro and PS5.
- Loading times on PS5 are 6 times faster.
- PS5 adds more assets, better reflections, longer drawing distance, post-processing effects, shadows and ambient occlusion among others.
- The 120Hz mode for PS5 shows a somewhat irregular framerate, closer to 100fps.
- In the campaign, it is possible to increase the FOV up to 120 on consoles. In my case, I have it at 90 for this comparison.
- PS4 has some framerate drops in areas of higher graphic load, but nothing serious.
- Despite being a cross-gen game, MWII already shows clear visual clipping on oldgen consoles. However, it is nothing that prevents having a good experience on these consoles.
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Music: youtube.com/watch?v=NooKR7PAHXw
- El modo en tercera persona parece tener un tiempo de respuesta menor, lo que facilita el apuntado.
- A pesar del aumento de FOV, no afecta el rendimiento. Sigue siendo el mismo en PS5 y Xbox Series S/X en las zonas comprobadas.
- Algunas animaciones denotan que el juego estaba pensado para la primera persona, aunque el resultado es más aceptable que otros casos como Call of Duty o Elder Scrolls.
- Las cinemáticas seguirán siendo en primera persona.
- Increased FOV in third-person mode. It is also easier to identify the size and distance of some elements and enemies.
- Third-person mode seems to have a slower response time, which makes aiming easier.
- Despite the increased FOV, it does not affect performance. It remains the same on PS5 and Xbox Series S/X in the areas tested.
- Some animations denote that the game was intended for first person, although the result is more acceptable than other cases such as Call of Duty or Elder Scrolls.
- The cinematics will remain in first person.
1600x900p at 30fps
Switch:
Docked: 1056x594p at 30fps
Handheld: 704x396p at 30fps
- This comparison is focused on the Switch version. Visit the channel to check the performance on other platforms.
- The Switch version suffers numerous graphic cuts, highlighting textures, shadows, drawing distance, vegetation or post-processing effects.
- Despite the numerous cuts in the settings and its low resolution (the lowest I remember on this console) its performance is bad.
- Nintendo Switch drops below 30fps too often to 20fps.
- I find it hard to believe that an Xbox 360 game got these results on Nintendo Switch. I would not recommend playing it on this platform for now.
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Music: youtube.com/watch?v=fjj4WVD4rXQ
#residentevil4 #remake #residentevil4remake
Xbox Series X: 2160p/30fps
PS5: 2160p/30fps
PC: 2160p with ultra settings
(RTX 4090, 3080, 3070Ti, 3060Ti, 3050)
- This analysis has been performed with the latest patch released on October 20.
- PC presents performance problems. It does not optimize or take advantage of the capacity of the graphics cards as it should. We can have drops of up to 50fps with a 4090 using any kind of DLSS.
- Consoles do not have 120hz/40fps mode and the only option is 30fps. In addition, they suffer from almost constant stuttering problems.
- Ray Tracing decouptable justification. Apparently, it is applied globally for shadows, reflections and lighting, but the differences in shadows and lighting are minimal.
- As for reflections by ray-tracing, they show more elements in some closed areas than with classic techniques, but in exteriors (especially puddles) they are not well applied.
- Xbox Series S does not support RT. PS5/XSX do have ray-tracing active.
- The option to disable RT on PS5/XSX for a higher framerate mode by sacrificing resolution would have been the way to go.
- I will follow up in case its performance improves before its official release or later. There are certain sections that need priority improvements/fixes.
#Silenthill2 #Silenthill2Remake
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1080p/30fps
PS5:
2160p/30fps (40fps on 120hz)
1440p/60fps
1080p/120fps
Steam Deck:
800p/30fps with max. settings (and FSR Quality)
PC:
2160p with max. settings
(RTX 4090, 3080, 3070Ti, 3060Ti, 3050)
- Uncharted marks the debut of Naughty Dog's engine outside of Playstation.
- Textures, shadows and anisotropic filtering are slightly improved on PC compared to PS5.
- The PC version has some problems with some particles pressing them at incorrect speeds.
- In a couple of hours you will have available a comparison focused on the differences between settings.
- Steam Deck is able to run the game at maximum over 30fps, but is not able to reach 60fps even with low settings.
- Faster load times on PS5 compared to PC.
- For Steam Deck, I recommend limiting the framerate to 30fps from the console menu, not from the game.
- PS5 was updated to reach 40fps in fidelity mode at 120hz. It is now also compatible with VRR.
- At the moment there is no confirmation of the use of Frame Generation for DLSS 3.
Music: youtube.com/watch?v=L9ZdTDAQWjU
youtube.com/channel/UCBNxYipiIZy8DoteKH4SC3g
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PC Specs:
Nvidia RTX 4090
Intel i9-12900K
32GB RAM DDR5
Win a game a month with my Instant-Gaming contest. To participate, all you have to do is choose any game in Stock from their website: instant-gaming.com/es/giveaway/ANALISTABITS
Xbox Series S: 1080p/30fps | 40fps on 120hz (51,90Gb)
Xbox Series X: 1440p/30fps | 40fps on 120hz (51,90Gb)
PS5: 1440p/30fp | 40fps on 120hz (50,03Gb)
PC: 2160p with Max. Settings (47,07Gb)
(RTX 4090, 3080, 3070Ti, 3060Ti, 3050)
- A Tale Plague: Requiem is a true next-gen game and it shows in its demanding performance.
- Consoles run at 30fps in 60hz mode and 40fps in 120hz mode. The game also supports VRR.
- The Xbox Series X version is the most stable on consoles. PS5 has performance issues in some areas (especially in open spaces with rats).
- Xbox Series S has some clipping in shadows, textures, vegetation, draw distance and reflections.
- PS5 and Xbox Series X use very similar graphics settings.
- PC has more vegetation, better ambient occlusion, shadows and anisotropic filtering.
- Loading times are similar on all 4 platforms.
- The PC version will receive a ray-Tracing patch soon.
- A Tale Plague is one of the first games with DLSS 3 + Frame Generation support in the RTX40 series. With this technique, we can achieve over 160fps on average with an RTX4090 on Ultra.
- It seems that A Tale Plague: Requiem makes current consoles sweat, giving more modest results than with crossgen games (as expected).
Music: youtube.com/watch?v=fjj4WVD4rXQ